A Glossary of OLC Commands for Castle Arcanum
Version: 1.0 by Phazic/Confidential of Castle Arcanum
E-mail: ahsieh@student.andover.edu
Below is a list of all the OLC commands besides the *pedit commands.
Included are syntax(es), purpose, and examples which will help you build your area.
They are arranged as follows: aedit, redit, medit, oedit.
aedit -
Syntax: aedit
Enters the area editing mode where you can change things
that will affect the entire area. When you first enter
the mode it will show you some information about the current
area.
Syntax: aedit
Enters the area editor for the specified area.
Example: aedit
Enters the area editing mode for the area you are in.
Example: aedit 0
Enters area editing mode for limbo.
Note: The anum is obtained from the command alist, first column.
age -
Syntax: age <#age>
Currently does nothing except attach a number to age.
Example: age 3
Sets the age of the area to 3.
builders -
Syntax: builder <$name>
Toggles someone's builder access to the area
Example: builder Phazic
This toggles Phazic from being a builder in the area.
Warning: It does not do any checks to see if that will remove
all builders, so it is possible to remove yourself and then you'll need an
immortal's assistance to re-add yourself.
Syntax: builder All
Toggles allowing everyone to build.
Example: builder All
This toggles allowing everyone to build.
commands -
Syntax: commands
Displays a list of commands that you can use in each mode.
Example: commands
Displays:
age builders commands create filename
recall reset security show vnum
lvnum uvnum levels authors title
? version
create -
Syntax: aedit create
Creates a new area and transfers you to it.
This command is not available to normal builders (106)
filename -
Syntax: filename <$filename>
Changes the filename of an area.
This command is not available to normal builders (106)
Example: filename area69
This would change the name of the file where my area
is stored to area69.are.
recall -
Syntax: recall <#rvnum>
Sets the recall room for that area, the room you end
up in if you type "recall".
Example: recall 12001
This will set room 12001 as the destination when players type recall.
Note: Unless there is a good reason to, keep recall set to 12001 (Chapel Anteroom)
reset -
Syntax: reset or aedit reset
Resets the area, like a forced repop.
Example: aedit reset
Would reset the mobs and the objects.
Note: Mobs that have lost their objects but are not killed,
via stealing or forced drop will NOT reload those objects.
security -
Syntax: security [#level]
Sets the minimum amount of security required to edit the area.
Example: security 99
Only builders with a security of 99 can be builders in this area.
Note: Most player areas only allow a security of 1 only.
show -
Syntax: show
Shows you information about the area.
Example: show
Displays:
Vnums: [34300-34399]
Title: Proton/Phaze
Authors: Phazic
Levels: { New }
Flags: [none]
Recall: [12001] Chapel Anteroom
File: phazic.are
Age: [1]
Players: [1]
Security: [0]
Builders: [Phazic]
OLCflags: [changed verbose]
vnum -
Syntax: vnum [#lvnum] [#uvnum]
Sets the min and max vnums on an area.
Example: vnum 34300 34399
Allocates 34300-34399 to be designated with this area,
checks for overlap and invalid vnums.
lvnum -
Syntax: lvnum [#lvnum]
Sets the lower vnum on an area.
Example: lvnum 34300
Sets the smallest vnum value to 34300, checks
for overlap and invalids.
uvnum -
Syntax: uvnum [#uvnum]
Sets the upper vnum on an area.
Example: uvnum 34399
Sets the maximum vnum to be used in this area to 34399
checks for overlap and invalids.
levels -
Syntax: levels
This sets the displayed minimum level and maximum level of the area,
these are the numbers used in the area command as well as the where command.
Note: The levels of the actual mobs/objects can be greater
than the max and or lower than the min.
Example: levels 60 80
Shows in where and areas { 60 80 }
Example: levels All
Shows in where and areas { All }
Area: { All } Phazic Proton/Phaze
authors -
Syntax: authors [$authors]
This sets the authors of an area. This info is
displayed in where and areas and is only used for
displaying purposes.
Example: authors Phazic
Shows in where and areas, Phazic.
Area: { All } Phazic Proton/Phaze
title -
Syntax: title [$title]
Sets the name of the area. This info is displayed
in where and areas and is only used for displaying purposes.
Example: title Proton/Phaze
Shows in where and areas, Proton/Phaze.
Area: { All } Phazic Proton/Phaze
? -
Syntax: ?
Will show you a list of short helps on things.
Syntax: ? [$argument]
Shows the list of options for argument.
Area flags:
Syntax: [$areaflag]
Toggles an area flag, must be in aedit.
no_tp_in - cannot tp into area
no_tp_out - cannot tp out of area
no_astral_in - cannot astral into area
no_astral_out - cannot astral out of area
no_summon_from - cannot summon players/mobs from area
no_summon_to - cannot summon players/mobs into area
no_list - area won't show up on areas
Example: no_tp_in no_summon_to no_astral_in
Toggles the status of no_tp_in, no_summon_to, and no_astral_in.
End of area flags.
redit -
Syntax: redit
Enters the room editing mode, this is where you can change
flags about a room, its description, sector type, exits, etc.
Example: redit
Enters redit and does a show.
create -
Syntax: create [#rvnum]
Creates a room of that vnum and transfers you to it,
as long it doesn't already exist.
Example: redit create 34301
Creates room 34301, and transfers you to it as long
as it doesn't already exist.
desc -
Syntax: desc
Enters an editor where you can modify the room's description.
Identical to the note editor.
Example: desc
Starts the editing sequence for the room's description.
ed -
Syntax: ed
Lists the commands available to edit a keyword in a room.
Example: ed
Syntax: ed add [keyword(s);]
ed delete [keyword(s)]
ed keywords [keyword(s)]
ed edit [keyword(s)]
ed format [keyword(s)]
ed subcommands:
add -
Syntax: ed add [keyword(s) separated by ;]
Adds keywords to a room/object.
Will enter you into editor mode for that keyword.
Note: Keywords separated with ; will all have the same description.
Example: ed add hi;fire;now
Edits the keywords hi, fire, and now simultaneously.
delete -
Syntax: ed delete [keyword(s)]
Deletes keyword(s) from an object/room.
Note: When one keyword that is linked, with other keywords,
to a description is deleted, all the keywords linked
with that description are also deleted.
Example: ed delete hi
Deletes hi, fire, and now from the keywords.
keywords -
Syntax: ed keywords [keyword] [additional keywords]
Changes the keyword list for the specified keyword
Example: ed keywords fire flame
Adds the keyword flame to the description linked to fire, in
essence, it copies the contents of fire to the keywords listed,
however they cannot be edited separately.
edit -
Syntax: ed edit [keyword(s)]
Allows you to enter the editor to edit the keyword's
description.
Example: ed edit fire
Loads up the editor and displays the current description of
the keyword, fire.
format -
Syntax: ed format [keyword(s)]
Formats the extra description, just like a note.
Example: ed format fire
Formats the fire extended description, just like .f in editor.
End of subcommands
format -
Syntax: format
Formats the room description.
Example: format
Formats the room's description, just like .f in editor.
name -
Syntax: name [$name]
Sets the name of a room, displayed to people when they walk in
also shown in locate object if the item is in a room.
Example: name Chapel Anteroom
When people enter, the first they'll see is Chapel Anteroom.
show -
Syntax: Show
Displays current settings of room.
Example: show
Description:
Museo de Mexico City, the storehouse of artefacts and information on
peoples who once walked the earth just like we do now. Cities rise, cities
fall and are trodden into the dust, never to see the light of day, their
glories and splendour all but forgotten. However, due to the selfless
efforts of the few individuals who care enough to spend years researching,
those ancient civilizations now see the light of day in the form of
interesting exhibits that educate. But attendance at the museum has been
steadily declining over time, so the museum director managed to get some
rather special exhibits, just go south and take a look. Also, due to the
fact that it's Cinco de Mayo, there's a special festive treat when
you exit the museum at the end if you take the time to explore. Enjoy!
Name: [Lobby of Museo de Mexico City]
Area: [ 50] { All } Staff Holiday Celebration
Vnum: [32301]
Sector: [field]
Room flags: [none]
Characters: [phazic portalmob rolando]
Objects: [none]
-South to [32302] Key: [ 0] Exit flags: [none]
walk -
Syntax: walk [$direction]
Since [direction] is now a command in redit, used to edit
exits, this command is used to go from room to room staying
in redit.
Example: walk south
Performs the "south" command.
mreset -
Syntax: mreset [#vnum] [#max amount]
Adds a mob to reset in the current room.
Max amount defines the maximum number of that mob to load.
Example: mreset 34301 1
Each time the area resets, if 34301, loaded from this room,
has been killed, it will reload the mob 34301 once.
oreset -
Syntax: oreset [#vnum] [$arguments]
Adds an object to resets and loads it according to arguments.
No arguments - resets the object into the room
Object_Name - resets the object into the specified object
mob_name wear_location - resets the object in mob on wear_location
Use: ? wear-loc for a list of wear locations, none means in inventory.
Example: oreset 34300
Loads the object 34300 into the room.
Example: oreset 34300 cabinet
Loads the object 34300 into the cabinet.
(Cabinet must already exist in the room and be in resets).
Example: oreset 34300 shopkeeper none
Loads the object 34300 into the shopkeeper's inventory.
Example: oreset 34300 shopkeeper wielded
Loads the object 34300 into the shopkeeper and has him wield it.
This is done regardless if the item could be worn in that location
in the first place. (You could have a guy wear a sword on his head
but players could only wield it, etc.)
Table of wear locations:
none light lfinger rfinger
neck1 neck2 body head
legs feet hands arms
shield about waist lwrist
rwrist wielded hold wield2
pride
mlist -
Syntax: mlist [all/$name]
Lists either all mobs and their vnums, or all mobs and
their vnums with [name] in them.
Mobs with a * have mprogs.
Limited to the current area.
Example: mlist all
Lists all mvnums in the area.
Example: mlist padrino
Lists the mobs with padrino in their name.
olist -
Syntax: olist [all/$name/$item_type]
Lists all objects with their vnums, list all objects and
their vnums that have [name] or list all objects and their
vnums of type [item_type]
For a list of item types use: ? type
Objects with a * have oprogs.
Limited to the current area.
Example: olist all
Shows all the ovnums in the area.
Example: olist drink-container
Shows all items of type drink-container and items that have
drink-container in them.
Example: olist jug
Shows all items with the word jug in them.
rlist - Syntax: rlist
Lists all room names and their vnums.
Rooms with a * have roomprogs
Limited to the area.
mshow - Syntax: mshow [#vnum]
Performs a show of the specified mob vnum.
oshow - Syntax: oswow [#vnum]
Performs a show of the specified object vnum.
Room flags:
Syntax: [$roomflag]
Toggles the roomflag for the current room.
dark - need a light source to see
no_mob - no mobs may enter
no_magic - currently nothing
indoors - the room is indoors
underground - room is underground (avoids sun)
private - only 2 people allowed in this room or (1 mob, 1 player)
safe - no killing or actions that trigger attacks, besides socials
solitary - Only 1 player/mob allowed
pet_shop - the room is a pet shop
no_recall - can't recall from this room
cone_of_silence - room is affected by a cone of silence
arena - room is an arena (player fighting allowed, no xp gained from mobs)
battlefield - Used for Clan fights (not in use)
no_summon_to - Cannot summon players/mobs into this room
no_summon_from - Cannot summon players/mobs from this room
no_tp_in - Cannot teleport to a mob in this room
no_tp_out - Cannot teleport out of this room
no_astral_in - Cannot astral to players in this room
no_astral_out - Cannot astral out of this room
special - room will use \keywords (more on this later)
End of room flags
reset -
Syntax: redit reset
Resets the current room.
Example: redit reset
Resets the current room.
Direction name commands:
Syntax: [command] [argument(s)]
dig -
Syntax: dig [#vnum]
Creates the room and makes a two-way link.
If room exists, creates a two-way link unless the remote
side exit exists.
Example: north dig 34300
Links the current room to 34300, at the north exit in the
current room and the south exit of 34300.
link -
Syntax: [dir] link [#vnum]
Links two rooms together with a two-way link
as long as the side to the room to be linked is free.
Example: north link 34300
This is the 'proper' way to connect two rooms together when
both already exist.
room -
Syntax: [dir] room [#vnum]
Makes a one way link from current room to the specified room.
Example: north room 34300
Makes a one way exit from the current room to 34300
key -
Syntax: [dir] key [#vnum]
Makes the specified ovnum the key to the
specified direction.
Example: north key 34399
Makes the object with ovnum 34399 the key of the door to the north.
If there's no door, then it doesn't matter.
Note: The ovnum 34399 must have type 'key' for it to allow that ovnum to
to be used as a key
name -
Syntax: [dir] name [door name]
Sets a name for a door, when opening and closing, will use the
first word.
Example: north name oaken door
Sets the name of the northern door to "oaken door".
Players will see " opens the oaken.
desc -
Syntax: [dir] desc
Starts up the editor so you can edit what players see when they look
[dir] or examine [dir]. Defaults to "Nothing special there"
Example: north desc
Enters the editor for the description of the northern exit.
remove -
Syntax: [dir] remove [key/name/desc]
Removes the specified argument from the direction
Example: north remove key
Sets the ovnum for the key to 0 (no key)
Example: north remove name
Unsets the name field for the north exit.
Example: north remove desc
Removes the description from the north exit.
Synonomous to doing north desc, and then .c
then @.
delete -
Syntax: [dir] delete
Deletes the exit from the room.
Example: north delete
Deletes the entire north exit, from both sides.
Exit Flags:
Syntax: [dir] [exit-flags]
Toggles the specified exit flag for the specified direction.
door - toggles the existence of a door
closed - toggles whether it starts closed
locked - toggles whether it starts locked
bashproof - toggles the door being bashproof
pickproof - toggles the door being pickproof
passproof - toggles the door being passproof
hidden - toggles the player needing 'detect hidden' to see the door
End of Exit Flags
Sectors:
Syntax: [sector]
Assigns the specified sector to the room.
Note on Sectors:
Underwater requires scuba/breathe water and nofly.
Swim can be flown over.
Air requires the player to be flying.
To obtain all valid sector types, type: ? sector
Table of Sector Types:
inside city field forest
hills mountain swim noswim
underwater air desert
medit -
Syntax: medit [#vnum]
Enters the mobile editing mode for the specified mvnum.
Example: medit 34300
Enters meditng for mvnum 34300, must already exist.
alignment -
Syntax: Alignment [#alignment]
Sets the mob alignment to the specified number.
Example: alignment 1000
Sets the mob's alignment to 1000.
create -
Syntax: create [#vnum] or medit create [#vnum]
Creates a mob and assigns it the specified vnum and puts you
into the editing mode on it.
Example: medit create 34300
Creates the mob 34300 and puts you in medit mode for it.
desc -
Syntax: desc
Starts up the editor so the description of the mob can be edited.
Example: desc
Enters the description editor for the mob, the lengthy thing you see
when you look at it.
level -
Syntax: level [#level]
Sets the level of the mob.
Example: level 101
Makes the mob's level 101, hp, hitroll, damroll, AC, and what they
use in their spec functions are based on this.
long -
Syntax: long [$long description]
Sets the long description of a mob. This is the description someone
sees when the mob is displayed in a room.
Example: long The Protector stands guard with his hand on his sword hilt.
This would give a mob the same long as the Protector at recall.
short -
Syntax: short [$short description]
Sets the short description of a mob. This is the description you
see when the mob does something. For example attacks, drops items,
gives items, talks to you, etc.
Example: short The Protector
Sets the mob's short description to The Protector
name -
Syntax: name [$name]
This sets the keywords of a mob. These are very important. This
determines what words anyone can use to act upon the mob.
Note: Refrain from using words like: a,and,the,an,etc.
Also, do not use color in the name, since to act upon it, players
would need the proper color settings as well.
Example: name Kaius brother healer
This sets the keywords that people can use to "Kaius brother healer"
shop -
Syntax: shop [command] [arguments]
This lets you modify the shopkeeper properties of a mob.
Shop subcommands:
hours -
Syntax: shop hours [#opening] [#closing]
Defines when the shop closes and opens. Use 24 hour format (0-23).
Example: shop hours 0 23
Makes the shop open all the time.
Example: shop hours 0 5
The shop is only open from midnight to 5am (eg a nightclub ;) )
profit -
Syntax: shop profit [#buying%] [#selling%]
The buying percent indicates the percentage of the actual price a
player will pay for it . (Never make this below 100.) The selling
percent indicates the percentage of the actual price that the player
will receive. (Never make this above 100%.) Otherwise, players can
profit by buying and selling the same item over and over again.
Example: shop profit 125 75
This sets it so the player buys things for 125% of the actual value
and receives 75% of the actual value when he sells it.
type -
Syntax: shop type [0-4] [item-type]
This indicates what types of itmes the shopkeeper will buy, contrary
to what the online help says, the shopkeeper will sell anything it
is reset with, or anything it has in its inventory. The shopkeeper
can buy up to 5 types of items. A list of item types can be
retrieved by typing: ? type
Example: shop type 0 key
The shopkeeper will buy keys.
delete -
Syntax: shop delete [0-4]
This removes an item type from the shopkeeper's buying list.
Example: shop delete 0
Using our previous example, this stops the shopkeeper from buying
keys.
remove -
Syntax: shop remove
Removes all the shop information and make the mob a non-shopkeeper
Example: shop remove
Makes the current mob a non-shopkeeper.
End of Shop Subcommands
show -
Syntax: show
This displays info on the mob.
Example: show
Name: [padrino man matador]
Area: [ 50] { All } Staff Holiday Celebration
Act: [npc sentinel worldlimit no_kill social]
Vnum: [32328]
Sex: [male]
Race: [Human]
Class: [Mage]
Level: [75]
Align: [ 0]
Affected by: [detect-invis detect-hidden infrared]
Socials: [fight 0, mirror 16, slap 0]
Short descr: the padrino
Long descr:
A distinguished man dressed in the distinctive clothing of a matador
awaits a novillero.
Description:
Your eyes are drawn to the padrino as he gracefully steps out of the
shadows to greet you. The sunlight glints off his decorated jacket and
vest. The padrino is dressed in the "suit of lights", the traje de luces,
the distinctive clothing that evolved directly from 17th century Spain.
Despite the weight of his costume and the oppressive heat even here in the
shade, he looks calm and self-assured. You can see his graying temples
under the matador's cap as his sunbaked skin crinkles around his eyes.
The padrino bows slightly, heels drawn together.
social -
Syntax: social <#fightchance> <#mirrorchance> <#slapchance> [social to
replace with slap] (out of 16 chances)
This sets a mob's reaction to socials. social 4 5 6 bonk
Example: social 4 5 6 bonk
4/16 times the mob will attack
5/16 times the mob will mirror the social
6/16 times the mob will bonk the socialer
spec -
Syntax: spec spec_[spec function]
This adds a preprogrammed special function to the mob.
Example: spec spec_cast_adept
Makes the mob cast spells on low level players.
Mob Special Functions:
breath_any - mob will use any breath
breath_acid - mob will use acid breath
breath_flame - mob will use flame breath
breath_frost - mob will use frost breath
breath_gas - mob will use gas breath
breath_lightning - mob will use lightning breath
cast_adept - casts spells on low level players, like the healer in
training tower
silly_adept - says funny things and does strange socials to random player
cast_cleric - combative cleric (will use clerical spells eg mute,
flamestrike, etc.)
cast_ghost - gets killed by light outside
cast_judge - casts high explosive
cast_mage - combative mage (fireball, polymorph, dispel)
cast_psionicist - combative psionicist (psionic blast, ultrablast,
disintegrate)
cast_undead - unknown
executioner - unknown (don't use)
fido - eats corpses
guard - Protects the innocent and attacks players with KILLER or THIEF
janitor - picks up trash
mayor - mayor (don't use)
poison - poisonous bite
repairman - fixes bashed doors
thief - steal gold
rob - jitters and gyrates
fiery - causes players to get burnt while in same room
snake_charm - unknown
End of mob special functions
Mob act flags:
Syntax: [$mobactflag]
Toggles the mob having the given affected flag.
sentinel - the mob stays in one place
special - unknown
worldlimit - there can only be one of this mob in the entire mud
at any given time
scavenger - the mob picks up items
aggressive - the mob is aggressive to players
stay_area - the mob won't leave the area
wimpy - the mob flees when hurt
pet - automatically set for pets
train - the mob will train players
practice - players can practice the skills of the mob's class here
gamble - the mob runs a gambling game (?)
healer - the mob is a healer, players can type heal for a list
stay_terrain - the mob will only wander on the same sector type it starts
in. Useful for preventing fish to move around on land, etc.
identify - the mob will be able to identify things, like iago
no_kill - the mob cannot be killed
total_invis - the mob cannot be seen at all, and no one can act on it
social - an act flag that shows that the social responses have been set
End of Mob Act flags.
Mob races:
Syntax: [$racename]
While in medit, sets the race of the mob.
Use ? race to display this table.
Human Elf Eldar Halfelf
Drow Dwarf Halfdwarf Hobbit
Halfling Giant Ogre Orc
Kobold Minotaur Troll Hobgoblin
Insect Dragon Demon Animal
God Undead Lich Harpy
Bear Sloth Githyanki Elemental
Bat Plant Rat Vampire
Werewolf Goblin Faerie Pixie
Arachnid Mindflayer Object Mist
Snake Worm Fish Hydra
Lizard Lizardman Gnome Halfkobold
Troglodyte Tabaxi Rakshasa Kenku
Halfdemon Grugach Ape Feline
Cat Cyclops Dinosaur Horse
Centaur ThriKreen Pudding Chimera
Dog Elephant Ettin Amphibian
Gnoll Automaton Griffon Imp
Leprechaun Medusa Monster Pegasus
Unicorn Rust-Monster Parasite Satyr
Sphinx Titan Treant Wolf
Wolverine Yeti Beastman Gargoyle
Ghoul Golem Lycanthrope Merman
Ooze Pixie Skeleton Zombie
Mutant Robot Alien Energy
Example: God
Sets the mobs race to god
Help [racename] will display information about each race.
End of mob races.
Mob Classes:
Syntax: [$mobclassname]
While in medit, sets the class of the mob, if the mob has the 'practice'
act will be able to have other people practice skills of this class in
the prescence of the mob.
? class displays the list of classes.
Mage Cleric Thief Warrior
Psionist Druid Ranger Paladin
Bard Vampire Necromancer
help [classname] will display information about the class, except for Necromancer and Vampire.
End of mob classes.
Mob affected by attributes:
Syntax:[$mobaffectflag]
Toggles the mob having the affect.
Example: blind invisible "flaming shield"
All these affects are permanent, except sanctuary which can be dispelled.
blind - the mob is affected by permanent blindness
invisible - the mob is always invisible
detect-evil - the mob can see the red aura around people
detect-invis - the mob can see invisible chars/mobs.
detect-magic - the mob sees magical objects with a (magical) flag
detect-hidden - the mob can see hidden chars/mobs
hold - unknown (?)
sanctuary - the mob is affected by permanent sanc
faerie-fire - the mob is affected by faerie-fire
infrared - the mob is affected by infravision
curse - the mob is cursed (can't summon/bamf)
poison - the mob is poisoned
protect - the mob is affected by protection
sneak - the mob is affected by sneak
hide - the mob is hidden
sleep - the mob starts asleep
charm - adds charm flag (does nothing?)
flying - the mob is flying
pass-door - the mob is affected by pass door
waterwalk - the mob can walk on water
summoned - (?)
mute - the mob is mute
gills - the mob can breathe underwater
vampiric curse - the mob is a affected by vampiric curse (turns them into
a vampire)
ghoulic curse - the mob is affected by ghoulic curse (turns them into a
ghoul)
flaming shield - the mob is always surrounded by a flaming aura
End of mob affects.
oedit -
Syntax: oedit
Enters oedit mode for the specified ovnum, here you can change
various settings for objects as well as their affects.
Example: oedit 34300
Enters oedit mode for object 34300
addaffect -
Syntax: addaffect
Example: addaffect strength 3
Makes the item give +3 to strength.
Note:
help addaffect displays the list of all locations
cost -
Syntax: cost #
Sets the price for the object (no effect?)
Example: cost 1000
Does nothing since cost is extrapolated based on the level.
create -
Syntax: create or oedit create
Creates the specified ovnum and enters oedit mode for it.
Example: (in oedit) create 34301
Creates the object 34301 and switches you to it.
Example: oedit create 34301
Creates the object 34301 and switches you to it.
delaffect -
Syntax: delaffect
Deletes the specified affect from the current object.
Example: delaffect 0
Deletes the first affect from the object.
Note: You obtain the affect number by typing show when oediting that
object.
ed -
Syntax: ed
Lists the commands available to edit a keyword in a room.
Example: ed
Syntax: ed add [keyword(s);]
ed delete [keyword(s)]
ed keywords [keyword(s)]
ed edit [keyword(s)]
ed format [keyword(s)]
ed subcommands:
add -
Syntax: ed add [keyword(s) separated by ;]
Adds keywords to a room/object.
Will enter you into editor mode for that keyword.
Note: Keywords separated with ; will all have the same description.
Example: ed add hi;fire;now
Edits the keywords hi, fire, and now simultaneously.
delete -
Syntax: ed delete [keyword(s)]
Deletes keyword(s) from an object/room.
Note: When one keyword that is linked, with other keywords,
to a description is deleted, all the keywords linked
with that description are also deleted.
Example: ed delete hi
Deletes hi, fire, and now from the keywords.
keywords -
Syntax: ed keywords [keyword] [additional keywords]
Changes the keyword list for the specified keyword
Example: ed keywords fire flame
Adds the keyword flame to the description linked to fire, in
essence, it copies the contents of fire to the keywords listed,
however they cannot be edited separately.
edit -
Syntax: ed edit [keyword(s)]
Allows you to enter the editor to edit the keyword's
description.
Example: ed edit fire
Loads up the editor and displays the current description of
the keyword, fire.
format -
Syntax: ed format [keyword(s)]
Formats the extra description, just like a note.
Example: ed format fire
Formats the fire extended description, just like .f in editor.
End of ed subcommands
long -
Syntax: long
Sets the long description for an object, just like a mob.
Example: long A stupid looking hat has been left here intentionally.
When people enter, if this object is on the ground that's what
they'll see.
short -
Syntax: short
Sets the short description for an object, just like a mob.
Example: short Phazic's dunce cap
When this object is acted upon, this is what people will see.
name -
Syntax: name
Sets the keywords that people can use to act on the object.
Example: name dunce cap
Sets the keyword list to "dunce cap" so players can use get dunce or
get cap to pick it up.
show -
Syntax: show or [enter] key
Displays all current settings set on the object.
Example: show
Name: [wand]
Area: [ 59] { All } Phazic Proton/Phaze
Vnum: [34399]
Type: [wand]
Wear flags: [take hold]
Extra flags: [none]
Weight: [0]
Cost: [1000]
Ex desc kwd: [hottub]
Short desc: wand
Long desc:
No touch!
[v0] Level: [105]
[v1] Charges Total: [99]
[v2] Charges Left: [99]
[v3] Spell: remove silence
v0,v1,v2,v3 -
Syntax v[#]
Changes value[#] to the indicated value.
Example: v0 105 or v1 99 or v2 99 or v3 remove silence
This sets the values to the values shown above.
Note: To obtain the proper values, refer to the table 6 at the end of this
document. In some instances v[#] will be allowed.
speco -
Syntax: speco speco_[speco function]
Adds/Removes a speco function to the current object.
Example: speco speco_blob
Adds the blob speco function to the object.
Here are the speco_functions
airfill - used to refill scuba items
attach -
The object is "attached" to you. When you drop it, a second or 2 later it
will jump back into your inventory and cause you to wear it. (Easier to
do with programs).
blob -
When the object is created it turns into a blob which will eat equipment.
burper -
When the object is worn, the wearer will randomly burp.
drain_hp -
It currently sends a nice message to the player about their life force
slipping away, however no affect to hp.
drunk -
Should make a player talk like a drunk, but it doesn't appear to work.
morph -
unknown
recycler -
unknown
social -
Wearer will randomly social
machine -
Defines the object as a machine
one_owner -
Object will associate to someone when first picked up, causes other people
to drop it when non-owner picks it up/gives.
End of speco functions
Setting Wear locations:
Syntax:
Toggles the ability to wear the object at the designated location.
Example: head
Toggles ability to wear object on head.
Setting Types
Syntax:
Sets the type of the object to the designated type
Example: potion
Makes the object a potion.
Valid types:
light scroll wand staff
weapon treasure armor potion
furniture trash container drink-container
key food money boat
npc corpse fountain pill fly
portal scuba tool herb
Note: npc corpse does not seem to work.
Object Extra Flags:
Syntax:
Toggles the presence of the indicated flag.
glow hum dark lock
evil invis magic nodrop
bless anti-good anti-evil anti-neutral
noremove inventory poisoned vampire_bane
holy poisoned machine timed
renamable enterable nosave
| FLAGS |
I _________!________________________________________________________________
T | |
E | Here is a list of the flags you may find on items throughout Castle !
M | Arcanum and what they mean and do. :
S | .
!_| ANTI-EVIL.....You can not hold/wield/wear if you are of evil align.
! ANTI-GOOD.....You can not hold/wield/wear if you are of good align.
: ANTI-NEUTRAL..You can not hold/wield/wear if you are of neutral align.
. BLESS.........If you poison a weapon, this flag will allow the weapon to
last twice as long.
DARK..........Currently nothing.
EVIL..........Currently does nothing other than add (Red Aura) to item.
ENTERABLE.....You can enter the object
GLOW..........Currently does nothing other than add (Glowing) to item.
HOLY..........If you are evil, you will be burned by Holy Fire either by
picking up or using the item.
HUM...........Currently does nothing other than add (Humming) to item.
INVIS.........The item is invisible, requires detect invis to see.
LOCK..........Currently nothing.
MACHINE.......The object is a machine.
MAGIC.........Adds (Magical) to item. If it's a weapon it can not be
enchanted, but will last twice as long for poison weapon.
Armor can not be enhanced with magic as a flag.
NODROP........You can not drop the item once you pick it up. You can
sell, have destroy curse cast on you or play the hangman.
NOREMOVE......You can not remove the item once you wear it. Use remove
curse to have it removed or use the hangman.
NOSAVE........Item is not saved when the player quits.
POISONED......Typically used for weapons, the item has been poisoned and
does anywhere from 3 to 5 times normal damage. Timed
usually goes with this flag.
RENAMABLE.....This allows the object to have a custom description of
your choice. See HELP RENAME
TIMED.........The item has a time limit and will disappear when the time
runs out. Actual time varies depending on many factors.
Usually associated with poisoned items. .
VAMPIRE_BANE..This will deal out twice as much damage to your victim if :
it's a vampire. |
.___!
End of Glossary
[Table 6]
Table of Values for Objects
Item Type Value-0 Value-1 Value-2 Value-3
---- ---- ------- ------- ------- -------
Light 01 0 0 hours (0=dead, 0
-1=infinite)
Scroll 02 spell lvl spell name 1 spell name 2 spell name 3
Wand 03 spell lvl max charges current charges spell name
Staff 04 spell lvl max charges current charges spell name
Weapon 05 0 0 0 hit type
Treasure 08 0 0 0 0
Armor 09 0 0 0 0
Potion 10 level spell name 1 spell name 2 spell name 3
Furniture 12 max # people max wt (unused) (Table 6b) heal/mana gain
Trash 13 0 0 0 0
Container 15 max weight (Table 6c) key vnum 0
Drink Con. 17 max capacity current cap. liquid poison (0=no,
(Table 6d) non-zero=yes)
Key 18 0 0 0 0
Food 19 hours fed 0 0 poison (as above)
Money 20 value 0 0 0
Boat 22 0 0 0 0
NPC Corpse 23 0 0 0 0
PC Corpse 24 0 0 0 0
Fountain 25 0 0 0 0
Pill 26 spell lvl spell name 1 spell name 2 spell name 3
Fly 27 0 0 0 0
Portal 28 charges 1 flags (Table 6e) exit vnum
Scuba 29 charge(mud hours) max charge 0 0
Specific Case Scenarios:
Weapon hit type:
Syntax: v3
Sets the appropriate hit type to the weapon.
Example: v3 pierce
Makes the weapon pierce.
Table of weapon types:
hit slice stab slash
whip claw blast pound
crush grep bite pierce
suction chop
Container values:
Syntax: v[#]
Sets the specified values for the container table 6.
Example: v0 500, v1 Pickproof closed locked v2 34300
Sets the container's max capacity to 500, makes it closed pickproof
and locked, and makes the key object 34300.
Container Flags:
closeable pickproof closed locked
keychain
Drink-Container Values:
Syntax: v2
Sets the specified values for the container table 6.
Example: v2 beer
Puts beer in the drink-container.
Drink-Container Liquids:
water beer wine ale
dark-ale whisky lemonade firebreather
local-specialty slime-mold-juice milk tea
coffee blood salt-water coke
dr_pepper mountain_dew diet_coke sprite
hot_chocolate brandy spec_hot_chocolate
Portal Flags:
Syntax: v2 <# based on flags>
Gives the portal, various flags.
Example: v2 23
Makes the portal, normal exit, nocurse, gowith, and random.
Just add the number of each flag you want, 1+2+4+16 = 23
Table 6e: Portal flags
-----------------------
PORTAL_NORMAL_EXIT 1 Normal exit
PORTAL_NOCURSE 2 Can't use portal if cursed
PORTAL_GOWITH 4 Changes locations with player (carriable)
PORTAL_BUGGY 8 Buggy (doesn't always exit to right location)
PORTAL_RANDOM 16 Random exit (ignores value3)
Furniture Flags:
Syntax: v2 <# based on flags>
Gives furniture various flags.
Example: v2 575
Allows players to stand_at, sit_at, rest_at, and sleep_at this
object. Again add the numbers of each flag you want: 1+8+64+512 =
575
Table 6b: Furniture flags
--------------------------
STAND_AT 1
STAND_ON 2
STAND_IN 4
SIT_AT 8
SIT_ON 16
SIT_IN 32
REST_AT 64
REST_ON 128
REST_IN 256
SLEEP_AT 512
SLEEP_ON 1024
SLEEP_IN 2048
Scrolls, Wands, and Potions Spell names:
Syntax: v[#]
Sets the specified value with that spellname.
Example: (On a pill) v1 bless
Makes the first spell on a pill bless.
List of all Spell names:
acid blast armor astral bamf
bless blindness breathe water burning hands
call lightning cause critical cause light cause serious
change sex charm person chill touch colour spray
cone of silence continual light control weather create food
create spring create water cure blindness cure critical
cure light cure poison cure serious curse
destroy cursed detect evil detect hidden detect invis
detect magic detect poison dispel evil dispel magic
earthquake enchant weapon energy drain exorcise
faerie fire faerie fog fireball flamestrike
flaming shield fly gate giant strength
harm heal identify infravision
invis know alignment lightning bolt locate object
magic missile mass heal mass invis mute
pass door poison polymorph other protection
recharge item refresh remove alignment remove curse
remove silence sanctuary shield shocking grasp
sleep stone skin summon teleport
turn undead ventriloquate weaken word of recall
acid breath fire breath frost breath gas breath
lightning breath general purpose high explosive adrenaline control
agitation aura sight awe ballistic attack
biofeedback cell adjustment combat mind complete healing
control flames create sound death field detonate
disintegrate displacement domination ectoplasmic form
ego whip energy containment enhance armor enhanced strength
flesh armor inertial barrier inflict pain intellect fortress
lend health levitation mental barrier mind thrust
project force psionic blast psychic crush psychic drain
psychic healing share strength thought shield ultrablast
vampiric bite total recall lartsa mystic eye
begone sendforth
Credits:
This section had to come in somewhere :)
Special thanks go out to:
Roy for assigning me this project in the first place.
Gomez for answering countless number of questions when I asked him and adapting ILAB for Castle Arcanum. :)
Bram for answering questions, and fixing bugs which I found and making the OLC port for builders to use.
Ceivar for creating the first builder's manual for manual area file editing and the typing up of the tables.
Nano for creating the help files for all these original commands.
Surreality, Locke, and Jason Dinkel for creating OLC and adapting it for use with Envy.
Everyone else for emotional support, without you, no one would be here to read this guide. :)